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(Thursday afternoon, INT: WW and SW's apartment)
JH: So that was Flipmode. Seems like you guys understood it pretty easily.
WW: Yeah, it's easy enough, but...
JH: But what?
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SW: The aura capture is overpowered, especially when paired with straight or diagonal movement. And pin is underpowered and awkward to use.
JH: Well, yeah. Different cards make different pieces more or less powerful. That's kinda the point of the game.
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WW: I can't help but feel like the game would be improved with a much larger board, things are too cramped on seven by seven. And maybe add in immovable pillar squares in the middle that pin pieces can pin foes against.
SW: Ooh, and maybe, instead of just swapping cards around, have a capture and a movement deck - so when you change a piece's powers, what they get is random!
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WW: Oh hey, and that means you can add in all sorts of other movement and capture types, like teleportation, but only to unattended spaces, or elongated knight jumps...
SW: Or a "swap" movement card that lets your piece change places with another piece!
JH: The board game designer bug is an infectious little bastard, isn't he?
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